- Joined
- Jun 10, 2014
- Messages
- 3
Hi. I started recently working on a Warcraft 3 map inspired by Dominions and Age of Wonders games and I decided to implement biomes which apply different penalties on units passing through them. Currently I use neutral dummies with auras to make this happen, but after snooping around a bit in the trigger editor I decided I could be a bit more ambitious. If I could apply buffs to units based on the terrain they stand on with triggers, I could add exceptions (like a unit being immune) and maybe add mechanics that alter terrain tiles and so on, making things infinately more fun and interesting. So now I think my approach should involve periodically checking unit positions and applying abilities to simulate environmental adaptation. However, my map could have over 1000 active units at peak gameplay on 364x364 size map with 30 - 40% of it covered in the biomes.
I feel like it would be audacious to ask for more experienced people to trigger this for me (unless you feel like it, then please do haha) so I'm asking for opinion. Is this method viable performance-wise (even with using hashtables, indexing and other stuff), so that I could either rethink it or scale down the unit count. I'd hate to run into issues when I'm already deep in it.
I appreciate any insights from experienced map developers. Thanks!
I feel like it would be audacious to ask for more experienced people to trigger this for me (unless you feel like it, then please do haha) so I'm asking for opinion. Is this method viable performance-wise (even with using hashtables, indexing and other stuff), so that I could either rethink it or scale down the unit count. I'd hate to run into issues when I'm already deep in it.
I appreciate any insights from experienced map developers. Thanks!